• Title/Summary/Keyword: 콘텐츠 상호작용

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Research on the Development of The Era and Social Theme of Chinese Media Industry C.M.G Group's Focus on (중국 미디어 산업에서의 시대·사회적 주제발전에 대한 연구 C.M.G 그룹의 <춘절연환만회>를 중심으로)

  • Liu, Zhang;Ahn, Sung-Hie
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.607-622
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    • 2022
  • The Spring Festival is the most important traditional celebration in China, and it has the important value of condensing the national spirit and emotion, inheriting traditional culture and customs, and showing the development and changes of contemporary China. As a kind of TV performance art and cultural media carrier, The Spring Festival Gala of China Media Group (C.M.G) has been broadcast for 40 years and has exerted a great influence on the development of China's media industry. These days, China's TV performing arts and Chinese media that represented by The Spring Festival Gala, are not only the main front of domestic propaganda, but also shoulder the historical responsibility of building the image of a great country and exporting Chinese remarkable culture to the outside world. Therefore this study had summarizes The Spring Festival Gala change trend in the past 40 years focus on the theme of The Spring Celebration, the development of multimedia, and the interaction between society and culture in different periods of Chinese social background, and also analyzes the current problems of the Spring Festival by combining relevant data and specific cases. so as to make forward-looking suggestions for the and how the Chinese media industry can further develop towards globalization.

Mediating Effect of Meaning of Life Moderated by Trauma Intensity on Deliberate Rumination of the Traumatic Experience and Post-traumatic Growth (외상에 대한 의도적 반추와 외상 후 성장의 관계에서 외상 강도에 의해 조절된 삶의 의미의 매개효과)

  • Ryu, Ji-Hyun;Suh, Kyung-Hyun
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.535-544
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    • 2022
  • This study identified the relationship between deliberate rumination of adults who experienced traumas and post-traumatic growth, and examined the mediating model of meaning of life moderated by trauma intensity on deliberate rumination and post-traumatic growth. Participants were 318 male and female adults who experienced traumas. The moderated mediating effect was analysed with PROCESS Macro 3.5 Model 7. Results revealed that deliberate rumination of adults who experienced traumas was positively correlated with trauma intensity, meaning of life, and post-traumatic growth, while meaning of life was positively correlated with post-traumatic growth. In a moderated mediating model for post-traumatic growth, there was significant interaction effect of deliberate rumination and trauma intensity; conditionally indirect effect of deliberate rumination was only significant for whose trauma intensity were high. These findings suggest that adults who did deliberate rumination are more likely to experience post-traumatic growth with finding meaning of life. And, the moderating effect suggests that this influence is only with higher levels of trauma intensity. In conclusion, deliberate rumination of severe traumatic event may lead to post-traumatic growth, and it can be helpful to experience the meaning of life in the process.

Study on the Proposal for Deposit Linkage Plan Based on the Survey of Online Material Identification System (온라인 자료 식별체계 실태조사를 기반으로 한 납본연계방안 제안 연구)

  • Younghee Noh;Aekyoung Son;Kyung Sun Lee;Inho Chang;Youngmi Jung;Hyunju Cha
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.133-162
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    • 2024
  • The rapid digitalization has highlighted the importance of identifying and managing online resources. Especially, the need for a systematic identification system for the efficient distribution and preservation of digital content is growing. This study aims to respond to these contemporary demands by investigating the current state of identification systems for online resources and exploring more systematic management and utilization methods through linking these systems with legal deposit. To achieve this, the study surveyed the identification systems and their issuance status for online resources and analyzed prior research related to these online resources. Based on the analysis, the proposed strategies for linking with legal deposit can be summarized into three categories: First, to prioritize and enhance the utilization of legal deposit, strategies are required to strengthen the mutual complementarity of deposit and use, to assign priorities to certain deposits, and to increase the usability of deposited materials. Second, as strategies based on international standard numbers for linking with legal deposit, it is necessary to integrate ISBN and UCI in the deposit process, to link international standard resource numbers with deposit, to interconnect metadata between international standard numbers and UCI, to integrate UCI and ICN, and to introduce automation technology for upgrading the deposit system. Third, to effectively implement the aforementioned strategies, policy support is essential. This includes enhancing the role of the Korean Bibliographic Standards Center, strengthening cooperation with publishers, compensating for deposited materials, and increasing awareness and institutional compensation for the legal deposit system.

Design and Implementation of Data Broadcasting Authoring Tool for Multi-platforms (데이터방송 표준간 호환 가능한 저작도구 설계 및 구현)

  • Lee Cha-Won;Nam Yoon-Seok;Kim Jung-Hwan;Na Hee-Joo;Kim Seong-Won;Jung Moon-Ryul
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.349-362
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    • 2006
  • There are several data broadcasting standards that the developers should apply when develops any interactive digital TV contents. In Korea, we adopts ACAP(Advanced Common Application Platform) as terrestrial data broadcasting standard, MHP(Multimedia Home Platform) fur satellite data broadcasting and OCAP(OpenCable Application Platform) for cable data broadcasting. Therefore, content providers must develop different applications which suited for different standards - even if the application is exactly same. This is waste of time and energy. This paper suggests a solution to solve this problem among different broadcasting platforms - MHP, OCAP and ACAP. We compared these specifications, and found out what APIs are typically used far applications. Then we designed XML file structures that can be used to define contents of applications. We also implemented an authoring tool which automatically generates XML files by interaction with users. This paper also ascertains Xlet applications, produced by the authoring tool, works properly on each different data broadcasting standard - MHP, OCAP and ACAP.

Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.203-216
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    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

The Effects of a Mobile Personal Health Records (PHR) Application on Consumer Health Behavior (모바일 개인건강기록(Personal Health Records: PHR) 어플리케이션의 이용이 소비자 건강행태에 미치는 영향)

  • Yi, Yong Jeong
    • Journal of the Korean Society for information Management
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    • v.33 no.4
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    • pp.7-26
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    • 2016
  • The present study aimed at investigating the strengths and weaknesses of a mobile personal health record (PHR) application and identifying its impacts on consumer health information behavior. For the study, twenty-seven college students used a PHR application for three months, based on which the study conducted paper-based interviews with them. The results of content analysis highlighted the benefits of the PHR such as supporting preventive healthcare and motivating and providing specific guidelines for healthy lifestyles by utilizing visual interface design, sharing the data with family and assisting caregivers to manage patients' healthcare, and above all enhancing the interaction between patients and healthcare professionals. However, the study found the drawbacks of the PHR such as a lack of data entry for strength training and the incompatibility with other healthcare applications. The participants were motivated to change their health behaviors in ways such as getting rid of sleep disorders, avoiding alcohol and smoking tobacco, and losing weight, and changing eating habits. Some consumers improved self-efficacy by changing their health behaviors, while the PHR provided emotional supports to the consumers who wanted to improve their health. The present study has an academic significance because the study of PHR is a burgeoning area in Korea. The study provides insights for promoting health and medical information services to cope with the paradigm shift of healthcare fields.

A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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An Analysis on Perception of Korean University Students Learners on MOOCs (K-MOOC 대학생 수강자의 인식 분석)

  • Lee, Jeongmin;Jeon, JeongA
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.1-11
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    • 2019
  • This study is aimed to analyze university students' learning experiences in K-MOOC by conducting a survey of university students' perception of K-MOOC, who are the major users of K-MOOC. Also it intended to use them to develop a specific strategy for continued use of K-MOOC. The study was conducted on 155 university students who attending university course and experienced K-MOOC's course within a year. The survey was conducted on online and provided with multiple questions about sustainability and satisfaction. Also survey provided with a subjective items about reason of satisfaction and dissatisfaction with the K-MOOC, and expectation about the future K-MOOC. The analysis found that the main motivation for university students was the convenience of online learning, which was the highest in questions asking why they were satisfied. For reasons of dissatisfaction, the decrease in academic volition and lack of interaction, and the technical problems of K-MOOC system were pointed out. University students learners are expecting improvements in course content and K-MOOC system. Based on these results, this paper suggests instructional strategies to help K-MOOC university students for becoming lifelong learners of K-MOOC.